duvessa wrote:VeryAngryFelid wrote:1) players are encouraged to lure monsters more than in old system. For example, previously you could consider rushing/blinking towards that Cyclop or Centaur, now you are better retreating. In new system there is huge difference between going one step forward and one step back.
this has nothing to do with the new trap system. stepping onto that tile could hit you with a trap in the old system too
There is high difference in probabilities unless that Cyclop is in a narrow area. You can assume that every step towards will discover very many new tiles in 3 main directions.
VeryAngryFelid wrote:2) new levels are much more dangerous
this isn't a problem
It is. I don't think it is desirable to increase danger difference between new and almost explored level. I believe quite the opposite may be true as it reduces unavoidable deaths and boring/trivial play periods.
VeryAngryFelid wrote:3) players are still encouraged to step on the same tiles to avoid unexplored tiles while retreating but punishment for accidental mistake is much more because instead of stepping on a new tile with trap you instantly have multiple chances to reveal traps.
this is not true, the new system does not inherently make the punishment larger. yes, you can have multiple chances to get hit by a trap effect, but those individual chances are smaller than with the old system
I am not sure. As far as I understand from this thread no perfect scaling was possible and players still complain that traps are more common than before.
VeryAngryFelid wrote:1) using shadow step is more likely to result in being marked than before
this isn't a problem
It is funny moment that stabbers were nerfed again while those guys in heavy armour are not that affected.
VeryAngryFelid wrote:2) already broken spell passage of golubria becomes even more useful as it is a sure way to return back after teleport traps
this has nothing to do with the new trap system. passage of golubria nullified teleport traps in the old system too
Scale is different. Passage of golubria in new system allows to reveal all teleportation traps in view while in old system it only helped with tiles you stepped on.
VeryAngryFelid wrote:3) all jump things like c.blink, blink, Ru, Ba are nerfed unless you always use them to retreat into known territory
this has nothing to do with the new trap system. jumping onto a new square could hit you with a trap in the old system too. also, this is not a problem in the first place
Now the chance to get affected by traps depends on distance to the destination and surrounding. Quite funny IMHO.
VeryAngryFelid wrote:4) using hutch to enter vaults 5 is even better than before
this isn't a problem
Just a funny moment indeed.
VeryAngryFelid wrote:What can I propose as solution? Unlink traps from unexplored tiles. Every time you step on any tile you have a chance to get affected by a trap or traps.
So if does not matter which direction you are walking, there is no sudden spike on new levels, almost explored level is still as dangerous as a new level due to teleport and shaft traps.
this has the same problem as the old system (massively punishing autoexplore) while bringing a bunch of new problems along with it
I don't see how new system solved problem with autoexploring. If I autoexplore, I trigger ALL traps on the level, it is much much worse than autoexplore was in old version.
I listed which problems are solved by my suggestion i.e. punishing excessive luring, all directions are equivalent, new levels are as dangerous as almost cleared ones. You are welcome to write which new problems are created.
Edit. I recall I have read about that "my" suggestion before but I am not sure either it was this forum or dev wiki so I suspect it was discussed in details and I miss its serious flaw(s).